I don't care whether tactical combat is turn based or real time, I would simulate it anyways... The point is I like to watch how my designs did, see the new weapons and missles in action. There is no reason the battles can't be skipped if the player so desires. But the civ style combat is pretty old and considering all the new technology being pumped into this game it doesn't really fit. I would love to zoom into the battles, but if thats not possible, it needs
Mike C
I wouldn't say they are anywhere close to an rts. Just because the battles, which are not a large part of the game, are real time doesn't make it an rts. In moo2, there were tactical battles that were turn based. I would normally let the AI simulate and watch, which is the same as real time I suppose. I find it much more interesting than the civ style of combat. I think its a shame that gc2 will not have this to start, they put in a great graphics e
Well, SE4 has always had a single player mode vs the AI (as far as I know).
Yea, can't wait for se5 and gc2 se5 has tactical combat, which may give it an edge, but we will see... regardless I will be getting both.
So if it is going to be a UU system and ships can upgrade in the field? Will they have to stay in their current position for X amount of turns while they 'refit'? Seems like an acceptable penalty for upgrading out in space. WIll dissuade you from upgrading on your lines or in dangerous space.
sorry about the triple post, I was getting an error, so wasn't sure if it went through.
I have 2 colonies in a system. I double click on the planet, it brings it up, I hit done. I double click again on the planet again... sometimes it shows my other colony in the system instead of the one I clicked on.
Upon further investigation, it could be a sign that a colony ship is on the way.
One of my planets has a pulse of blue around its equater. Its not a ring, it is eminiating from withen the planet and leaking out. BTW. I like the touch of the moons being shadowed when traveling behind the planet
ctrl J is your friend It will finish construction jobs.
framerate is good on my laptop, ati radeon 9200 (64mg), 3gx p4, 1gb ram. Framerate not really below 40, even got some 100's on the title and main map. This was in windowed mode.
Had a lock up: heres part of the log: Debug Message: Total Ships: 10 & 0 are dead Debug Message: Total Ships: 10 & 0 are dead Debug Message: AIAltarian: Set Colony Social Debug Message: Deleting previous save game. Debug Message: Saving game C:\Documents and Settings\Mike\My Documents\My Games\GalCiv2\AutoSave.sav Debug Message: Num Sectors Across: 5 Debug Message: Galaxy data: 22033 Debug Message: FOW data: 21228 Debu
and how do I get it to you
sure, whats the best way to do that for you?
When moving my survey ship to an anomoly (autopilot) I noticed that the ship was facing the wrong way as it moved toward the anomoly.
hod to download the multimedia pack
no sound here
Here ya go: some ASSERT errors stand out Debug Message: *********END dxdiag info.********* Debug Message: Entering WinMain Debug Message: ******* Starting Game Shell ******* Debug Message: Preparing to change display settings. Debug Message: Using multilsample setting: D3DMULTISAMPLE_NONE Debug Message: HAL (hw vp): MOBILITY RADEON 9200 Debug Message: D3DPRESENT_INTERVAL_IMMEDIATE Debug Message: Refresh rate: 0<
i was having mouse issues too, switching to hardware mouse helped me
its only when the gc2 window is active, p4, 3ghz, 1gig ram
Playing with gc2 in windowed mode, when window is active, I get 100% cpu usage from galciv2.exe
Playing with gc2 in windowed mode, when window is active, I get 100% cpu usage from galciv2.exe
Had a Fatal Call messagebox come up, the game (and map) was loaded. I ctrl esc'd, when I tried to go back in the game, got the Fatal Call message.
Had a crash when generating the map: Debug Message: *********END dxdiag info.********* Debug Message: Entering WinMain Debug Message: ******* Starting Game Shell ******* Debug Message: Going Fullscreen Debug Message: Preparing to change display settings. Debug Message: Using multilsample setting: D3DMULTISAMPLE_NONE Debug Message: HAL (hw vp): MOBILITY RADEON 9200 Debug Message: D3DPRESENT_INTERVAL_DEFAULT<B
So do big planets really matter anymore? say 5 crappy planets have the same amount of usable tiles as 2 good ones. So do 5 crappy planets == 2 good? Only real benifit I see is that it takes less colony ships for the 2 good